Thanks! Haha well to save you having to sort through my very messy and inconsistent scripting, the AI ships just point themselves at their nearest target and pick a random speed to ram into it at - for whatever reason though, they usually miss and the result is what LOOKS like an intentional flyby while they bring themselves about for another try. Plus, since their weapon aim is unrestricted, they're able to fight effectively provided they aren't busy dragging themselves across the big orb's rigidbodys :P As for the collisions, I purposely added a high bounciness because I needed to move on from the player controller and never got around to adding a reverse or strafe ;)
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Yeah I got you, the thing is, the camera is fixed to the ship's rotation and position, so whenever the ship bounces off something, the camera will too just out of necessity, so I guess right now it would need some kind of method to detect when a physics collision occurs, and lock the roll and maybe pitch of the ship for the duration of the bounce? No idea how to do that at my current level but I'm sure there's a way haha